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/vr/ - Retro Games

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>> No.8252303 [View]
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8252303

>birth year
1988
>first game
Super Mario Bros. / Duck Hunt
>favorite game
Final Fantasy Tactics
>favorite series (all retro games in series combined)
Final Fantasy
>favorite console
SNES

>> No.5339313 [View]
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5339313

>>5338078
Maybe because you picked the worst one of the group. The SFII is the most popular for modding.
Also no Riser.

>> No.4534553 [View]
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4534553

Guys it's been hacked! better menu too

https://www.youtube.com/watch?v=MXtfuYUX8BI

https://www.youtube.com/watch?v=bDM-UDB7SKU

>> No.3616372 [View]
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3616372

>>3615326
Computer Scientist and retro hacker here. C is the way to go. It is the foundation for C++ and every other performance language out there. Coupled with knowledge of assembly and how C maps onto it, you'll have a solid understanding of what is needed to do retro development.

>> No.3284825 [View]
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3284825

Does someone have a collection of all posts by that SNES programming wizard?

>> No.2855204 [View]
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2855204

>>2854976
Last thread was on life support for a good while. I want to get more people interested in hacking and get more of a community going here on /vr/. I realize a lot of what makes the hacking community small is the seemingly insurmountable barrier to entry. Really it's not so bad though once you get used to a few core concepts. To that end I want to help anyone interested in hacking to start taking their first steps into the great unknown. Feel free to ask questions about computer architecture, assembly, consoles, reverse engineering, or suggest simple hacks. The first step is getting some discussion going.

Let's do some cool shit together /vr/.

>> No.2820415 [View]
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2820415

>>2766081
Honest question, does anyone in this thread know how to do more than just uncompressed graphics/text hacks, or hacks made using preexisting editor tools?

I know it's difficult to get into hacking at first because you may not know where to start. Let me ask you this though, what do you know, and what would you like to do?

Once you get the basics it's not difficult to hack, just time consuming. But it is quite fun.

>> No.2635604 [View]
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2635604

>>2634198
>>2634198
>>2634198

If you're willing to play in an emulator that can edit ARAM (ie Geiger's Snes9x), I can show you how to do it in game.

1) Open up ARAM hex editor
2) Go to address $3C04 and input the 4 bytes F0 3B F0 3B
3) Go to address $3BF0 and input the 9 bytes 03 00 00 00 00 00 00 00 00 00
4) Profit.

Mario shuts the fuck up.

Amusingly you can copy different sets of 4 bytes to location $3C04 from the immediate vicinity and change Mario's wail into different sounds, but this is probably level dependent.

I might be able to find a way to path ROM if the data is uncompressed. Otherwise do this if ya have to.

>> No.2493649 [View]
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2493649

>>2493616
You do realize that co-ax cable is actually very nice electrically because of the physics of the geometry, right? The problem isn't co-ax, the problem is encoding the signal in an analog fashion. Digital signals can suffer much distortion, and you can still read the 0s and 1s that come out. When your analog signal gets corrupted with noise, there's no failsafe mechanism to back out what's signal and what's not, hence the lower quality of analog images sent over co-ax.

>> No.2463542 [View]
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2463542

>>2462460
>So the CPU boots and loads code starting at some address. Then the software probably sets up some basic stuff like interrupts and starts poking at the other chips in order to draw some stuff to the screen?

More or less you are right on the money. In the 65816 there are things called 'vectors' which are hardcoded locations in memory ($00:FFE0-$00:FFFF) that store pointers to the start of various kinds of code tied to specific interrupts. For instance, when powered on or reset, the 65816 accesses memory location $00:FFFC, gets a 16-bit word, appends $00 to the top to form a 24-bit address, and then jumps to that location in memory and starts executing code from there. In the SNES these values are generally wired to ROM, so they never change, although it is conceivable that they could point to RAM (although RESET really ought to point to a ROM address).

Another very important vector is the NMI interrupt. NMI stand for non-maskable interrupt, meaning the computer can't ignore it when it is asserted. On the SNES this particular interrupt is wired to the V-Blank signal on your television, which is triggered when the electron beam on old CRTs hits the bottom of the screen and needs to turn off so it can go back to the top of the screen without drawing on the screen. This period is critical for the operation of the SNES because it's the one of the only times you can write to the video registers without glitching the display.

In general an SNES program is doing two things: 1) calculating the next frame while the TV is drawing or 2) loading the next frame into the video registers during v-blank.

I know my code isn't well commented yet, but look at the githhub repository and under main.asm you'll find the game code that calculates frames and vector table, and under vector.asm you'll find the NMI routine that updates all the video registers.

>> No.2444219 [View]
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2444219

>>2444212
I am a physicist and am trying to come up with ways to test a 3V battery with house hold items. The best I can think of is you can create a pile battery from nickels and pennies with salty moist napkins sandwiched between and.... I got nothin.

>> No.2429750 [View]
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2429750

>>2429537
Factorial content... duh.

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